





























































A Social Evening in Ancient China 











































































































































































* 


































































































THE ORIGINAL RULES 


OF 


The Ancient Chinese Game 


MAAJOK 

Y. C. Lim 
'\ 


WITH ILLUSTRATIONS 



Copyright, 1923 


By 

Y. C. Lim 


PUBLISHED BY Y. C. LIM 


SEATTLE 



















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MAY 28 1923 ©C1A7055S6 



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PREFACE 


The ancient Chinese game known as “Maajok” has been a 
favorite with Chinese nobles and learned men for many centuries, 
but since the beginning of the Chinese Republic, it has become im¬ 
mensely popular among indoor sport lovers because of its endless 
variation and picturesque charm. 

The game is fascinating not only to the participants, but to 
those looking on, who are in a position to appreciate the resource¬ 
fulness and cleverness of the players. 

The beginner finds little real help in a set of rules that is in¬ 
complete or without method. To enjoy the game to the utmost most 
players want the original Chinese rules with detailed directions. This 
I have endeavored here to give. 

I sincerely hope that every player who reads this book may 
gain a thorough appreciation of the exquisite art of “MAAJOK.” 


Seattle, Wash., 1923. 


Y. C. L. 


The Original Rules of 

MAAJOK 


CONTENTS 

Section Page 

Matching sets_L 12 

Arranging the seats_II. 15 

Beginning the game_III. 17 

Taking the tiles_IV. 19 

The meaning of Maajok_V. 21 

Discarding_VI. 23 

When a player Maajokes _VII. 25 

More than one player waiting for Maajok by a discarded 

tile _...___VIII. 26 

Changing the banker _IX. 26 

Dead hand _X. 28 

How to count score for Maajok_XI. 28 

Making settlement among the three losers_XII. 29 

Penalties for mistakes _XIII. 30 

Penalties for careless discarding_XIV. 30 

Points in scoring -XV. 31 

Examples of adding score for Maajok-_-XVI. 35 

Examples of comparison of scores among the three losers XVII. 39 

Rules for playing with Flowers and Seasons_XVIII. 40 

Points scored for extra tiles-XIX. 41 

Another way to raise score_XX. 42 

Counting tables for double scores —...- 43 

Examples for double score hands - 47 






























Original Rules 


The Ancient Chinese Game 


9 


The illustration below shows each of the ten classes or symbols 
of tiles in a set of MAAJOK. There are four of each of these tiles, 
or cards, as they are often called, making 136 pieces in all, as 
follows: 


Four Classes of Winds 







East 


South West North 


Three Classes of Dragons 



Red Green White 

Dragon Dragon Dragon 


The “Circle" Class—numbered from 1 to 9, inclusive. 


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The “Bamboo" Class—numbered from 1 to 9, inclusive. 



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888 


The “Character" Class—numbered from 1 to 9, inclusive. 


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10 


Original Rules of Maajok 


Every set of MAAJOK has four plain, white tiles extra, to be 
used only in case any original ones are lost. They should be removed 
from the set before beginning to play lest they be confused with the 
White Dragons. 

Two kinds of counters are shown below: Fig. (a) shows the 
modern, Fig. (b) shows the ancient type. Either may be used. 


500 POINT COUNTER 


[3 


3D 


500 POINT COUNTER 


>00 POINT COUNTER 


100 POINT COUNTER 


••••• 

•MM 


10 POINT COUNTER 


••••• I 

• MM I 


f •••• 

I •••• 


10 POINT COUNTER 


• ••• I 

MM 1 


2 POINT COUNTER 2 POINT COUNTER 

(A) (B) 

Before the game begins, each player should have: 

2 500 point counters_1000 

9 100 point counters_ 900 

8 10 point counters_ 80 

10 2 point counters_ 20 


Total_2000 points each 


KEY TO CHINESE TERMS: 


MAAJOK 

MA A JOKED 

MAAJOKER 

KONG 

KUP 

PONG 


Winning of the hand. 

Finished by winning. 

Winner of the hand. 

A set of four of a kind. 

A set of three of a kind actually in hand. 

A pair of a kind actually held in hand, the third tile 
of the kind being obtained from the tile discarded by 
another player in trying to match a set of Pong on 
the table. 





























The Ancient Chinese Game 


11 


CHOW 


EYES 

WALL 


The taking of a discarded tile from the player on 
your left hand in order to match a set of three of 
the same sequence on the table, as 1-2-3 or 2-3-4, etc. 

A pair, or two of a kind. 

A double-decked row of 34 tiles in all, 17 each layer 
placed face down before each player. 


The game is limited to four players, neither more nor less. 

Before practicing the game read over every item of the book 
carefully. Pick up at random a hand of 14 tiles from the whole 
set. Try to match them into a set or sets and discard and draw as 
necessary. This will familiarize you with the matching of sets. 

Remember that a Maajok, or winning hand, is four sets of 
three (Kong counts as a set), and a pair of Eyes. 

When four persons are learning the game be sure to watch 
closely, taking each step carefully, to avoid errors. 

Learn the original rules first. Do not try to mix up the Flowers 
and Seasons before you know the game thoroughly; they are of no 
advantage and are too complicated in counting. You will be able to 
use them as soon as you can play the game with ease. 

When you discard be sure to mention what the tile is as there 
will be a good many dead tiles on the table after some discarding 
and drawing is done. When a tile is discarded by another player 
and you have a pair of the same kind and want the discarded tile to 
make a set of Pong (or Kong) be sure and ask for it at once. 

When it is your turn to draw a tile from the “Wall” be sure 
there is no Pong or Kong wanted by any of the other players and 
also be sure that you do not “Chow.” As soon as the tile on the 
Wall is drawn, the former discarded tile is dead; it cannot be used 
by any player thereafter during that hand. 





12 


Original Rules of Maajok 


Section I. 


MATCHING SETS 

There are four different ways of matching sets: 
KUP, PONG and CHOW. 


SEQUENCE, 


(1) SEQUENCE—A set of Sequence is three of a kind of 
sequenced tiles which are actually held in the player’s hand. The 
players have a right to keep their own Sequence or Sequences in hand 
and should not show them to any of the other players until 


1. (See Fig. 1.) 

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(a) 



(b) 



(C) 



Fig. L 

(a) A set of Sequence of “Circle” class. 

(b) A set of Sequence of “Bamboo” class. 

(c) A set of Sequence of “Character” class. 

(2) KUP—A set of Kup is any three of a kind which are 
actually held in the player’s hand. It should not show on the table 
unless there is a Kong possible. (See Fig. 2.) 


b 


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(a) 


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(b) 

Fig. 2. 


(c) 


(a) A set of Kup of West Wind. 

(b) A set of Kup of Green Dragon. 

(c) A set of Kup of “Circle” 2. 







































The Ancient Chinese Game 


13 


(3) PONG—A set of Pong is a pair of any kind actually 
held in hand. When another player discards one of the same kind 
as you have in your hand, you may take the discarded tile for match¬ 
ing your pair so that it becomes a Pong. A set of Pong should be 
laid down on the table at your right with all the tiles facing up. 
(See Fig. 3.) 


ill *ll ll 


X 

X 

X 



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(a) 


(b) 

Fig . 3. 


(c) 


(a) A set of Pong of North Wind. 

(b) A set of Pong of “Character” 9. 

(c) A set of Pong of “Circle” 3. 


(4) CHOW—A set of Chow is matched only from the 
discard of the player on one’s left; one can never make a Chow from 
the player on his right or from the one in front of him. A set of 
Chow must be laid down on the table the same as a set of Pong. 
(See Fig. 4.) 


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(a) (b) (c) 

Fig. 4. 


(a) A set of Chow of “Circle” class. 

(b) A set of Chow of “Bamboo” class. 

(c) A set of Chow of “Character” class. 

SPECIAL SET 

(5) KONG—A set of Kong is four of the same of any 
kind. A Kong counts the same as a set of any other class, but its 
score counts higher than a set of Kup of Pong. Therefore, it is called 






































14 


Original Rules of Maajok 


a Special set. Any player who gets a Kong should lay it on the table 
and draw an extra tile from the loose tiles. (See Fig. 5.) 


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Fig. 5. 

(a) A set of Kong- (A) of South Wind. 

(b) A set of Kong-(B) of “Character" 5. 

(c) A set of Kong- (C) of Red Dragon. 

(6) A Kong may be made in three ways, as follows: 

KONG-A. Four of a kind actually held in hand and not taken 
from discard. (See Fig. 5-a.) A Kong-A should be laid on the 
table as above stated. See Fig. 12, part (B) for the drawing of an 
extra tile from the loose tiles. 

KONG-B. When a player holds three of a kind (a Kup) and 
another player discards a fourth of the same kind, if no one 
Maajokes, the first player may take it for the matching of his set of 
Kong. A Kong matched up from another player's discard should 
be placed face up on the right hand corner of the table. An extra tile 
should then be drawn from the loose tiles as above stated. (See 
Fig. 5-b.) 

KONG-C. Suppose a set of Pong has already been made and 
laid on the table. If the same player draws the fourth tile of the 
same kind, and if it is a Wind or Dragon, it should be added to the 
Pong to make a set of Kong-C. But if it is other than a Wind or 
Dragon, if it can form one of a Sequence, it may be so used. If it is 
not needed for the hand, it should be laid down to help form a 
Kong-C, and an extra tile drawn from the loose tiles as above stated. 
(See Fig. 5-C.) 

(7) In case of Kong-C, any of the other players can get the 
Konger's tile for Maajok if he is waiting for just such a tile to 
complete his hand. According to the rule, as soon as the fourth 
tile is laid down with the set of Pong by the drawer, the Maajoker, 
then laying down all his tiles, says, “Maajok." Such a Maajok is 
entitled to the Maajoker's double score. (See Section XV-n.) 

As soon as you understand the matching of sets you are ready 
to practice the game. 





























The Ancient Chinese Game 


5 


Section II. 


ARRANGING THE SEATS 

Players are not allowed to choose their seats at the table. The 
reason for this is that one who is not familiar with the game and 
who sits at the right of an experienced player does not have the same 
advantage as the rest of the players. The seats should be chosen by 
shaking dice, two dice being used. 

The first important thing to remember is the four directions. 
They are East, South, West and North, going from right to left 
always, unlike the geographical points of the compass. (See Fig. 6.) 



(1) Each player is given a place on one of the four sides of 
the table; then one of them takes four tiles of different Winds, face 
down, and shuffles them well. He then shakes the dice. (See Fig. 7.) 


THE SHAKER 



Fig. 7. 


(2) To determine the places of the players, the one who 









16 


Original Rules of Maajok 


shakes takes the number he shakes and starts counting, beginning with 
himself. Each player claims certain numbers. 

The shaker’s number is 5 or 9. 

The shaker’s right hand player is 2, 6 or 10. 

The player opposite the shaker is 3, 7 or 11. 

The shaker’s left hand neighbor is 4, 8 or 12. 

(3) If the shaker throws a three, counting himself as one, the 
player at his right as two and the next one as three, the third person 
draws the first tile, the next player takes the second tile, the shaker 
himself takes the third tile and the second player takes the fourth 
tile. 


(4) As soon as the four different Winds are taken, each player 
shows what he has. The one who gets the East need not move; 
the one who gets the South sits on his right; the one who gets the 
West sits on the right of the South and the one who gets the North 
sits to the right of the West. (See Fig. 8.) 


THE SHAKER 



Fig. 8. 


In Fig. 8. for example; 

The shaker gets the East and need not move. 

The second player gets the West and moves to the front 
of the East. 

The third player gets the North and moves to the left of 
the East. 

The fourth player gets the South and moves to the right 
of the East. 





The Ancient Chinese Game 


17 


Section III. 


BEGINNING THE GAME 


(1) Lay the entire set of tiles face down on the table (ex¬ 
cept the eight extra ones), and let all the players assist in shuffling 
them. 

(2) Each player picks out 34 tiles, and builds up a wall in 
front of himself, consisting of a double-decked row of 17 tiles, 
arranged by twos, one on top of the other, all face downward. (See 
Fig. 9.) 



The wall is usually built in the following manner: 

(a) Build up 3 sets of double-decked tiles with both hands 
and place them in the center. 

(b) Build up 6 sets of tiles. Break the sets into two sections 
with both hands and join them at each end of the above. 

(c) Repeat (b) with a second set of 6. (See Fig. 10.) 



Fig. 10. 















18 


Original Rules of Maajok 


(3) Each player shakes dice to see who will be East 
Wind first. (East Wind is also the banker.) The one who shakes 
highest becomes the East Wind and keeps the set of banker’s marks. 
(See Fig. 11.) 



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(4) The East Wind then shakes the dice to see whose wall 
is to be broken. The numbers from 2 to 12 are divided as follows: 


The East Wind’s number is always 5 or 9. 

The South is 2, 6 or 10. 

The West is 3, 7 or 11. 

The North is 4, 8 or 12. 

(3) As soon as the East Wind has decided which wall is to 
be broken, the owner of that wall shakes the dice to determine which 
of the double-row set of tiles is to be opened first. He then takes 
the number he has shaken and adds to it the number the East Wind 
has shaken and counts from right to left on the set of tiles which 
make up his wall. 

If, for instance, the banker first shakes a 5, it means that his 
own wall is to be broken. In this case he shakes again and this time 
perhaps gets a 3, making a total of 8. He then counts from right 
to left and removes the 8th set of double tiles for loose tiles. 


If the banker first throws a 12, it would mean that the North 
wall would be broken. The North Wind would then shake and 
if he throws a 4, making a total of 16, he would begin at the right 
and count toward the left; he then moves the 16th set of tiles out for 


loose tiles. (See Fig. 12.) 



Fig. 12 


Fig. 12 shows part (a), the 
tiles to be drawn, and (b), 
the loose tiles which are to be 
drawn for the purpose of 
Kong, or counted as dead 
tiles. 






















The Ancient Chinese Game 


19 


If the banker threw a 7 first, it would mean that the West wall 
would be broken. The West Wind would then shake and if he 
threw a 12, making a total of 19, he would begin at the right and 
count toward the left. But he has only 17 sets of tiles so he keeps 
on counting up to 2 of the South Wind’s wall. This 19th set of 
tiles would then be removed. (See Fig. 13.) 



Fig. 13. 

The tiles set aside are called loose tiles, and are to be used only 
for the purpose of Kong. The first player who gets a Kong should, 
in drawing, take the top one, and the next player the lower one of 
that set. If the first two are drawn, the next set of two on the right 
of the break in the wall should be set aside for the same purpose or 
counted as dead tiles. 


Section IV. 


TAKING THE TILES . 


(1) The wall, as above stated, is now open. The East 
Wind takes the first two sets of tiles, (4 tiles). Then the suc- 
ceding players, South, West then North, take the same number of 
tiles in turn. After they take three times in turn (12 tiles each), the 
East Wind takes two more tiles, doing so in the following manner: 
he takes the top tile of the first set, leaving the second set untouched, 
then the top of the third set. The South Wind takes the first lower 
tile and the West takes the upper tile of the second set, leaving the 












20 


Original Rules of Maajok 


lower tile for the North Wind. This leaves the lower tile of the 
third set to be used for drawing purposes. (See Fig. 14.) 



Fig. 14. 


Fig. 14 shows the number of tiles which have been taken from 
Fig. 12, part (a) by each player. East Wind has 14, and the others 
have 13 tiles each. 

(2) After the tiles have been taken as above, the banker or 
East Wind has 14 tiles in his hand and each of the other players 
1 3 tiles. 


(3) The banker discards first; each player, however, must be 
sure that he has the correct number of tiles in his own hand before the 
banker discards. Having more or less tiles is subject to a penalty 
after the first discard is made. 


(4) If the banker at the beginning has four of a kind in his 
hand, it is a set of Kong-A and he should lay the four tiles on the 
right hand corner of the table, (see Fig. 5-a.) and draw an extra tile 
from the loose tiles to complete the number in his hand. (See Fig. 
12, part (b).) 

(5) If one of the other players also has a set of Kong-A, he, 
too, should draw another tile as above explained, but if more persons 
have a set of Kong, i. e., more than one player besides the East Wind, 
the player who sits nearest the right of the banker has the privilege 
of drawing the first tile. If any player has more than one set of 
Kong-A in his hand, he should draw the same number of tiles as 
above stated. 








The Ancient Chinese Game 


21 


Section V. 


THE MEANING OF THE MAAJOK. 


The first player who gets a hand of four sets of any kind, 
either Sequence, Kup, Pong or Chow, (a Kong also counts as a set), 
and a pair of Eyes, is the winner of that hand and Maajokes. 

To Maajoke depends on luck and the player. A good player 
can never Maajoke if he is holding a full hand of tiles that do not 
connect. However, a good player knows what to do to prevent a 
heavy loss for himself. 

The following figures show different hands, any of which 
are sure to Maajoke as soon as a certain tile is discarded on the table 
or drawn by the Maajoker himself. 


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Fig . 15. 

The hand above needs a “Bamboo” 1 for Maajok. 


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8 o8 


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Fig. 16. 

The hand above needs a 2 or 5 of a “Bamboo” for Maajok. 


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Fig. 17. 

The hand above needs a 3, 6 or 9 of a "Circle” for Maajok. 


















































































22 


Original Rules of Maajok 


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Fig. 18. 


The hand above needs either a 1, 2, 4 or 7 of a “Character" 
for Maajok. 



Fig. 19. 

The hand above needs either East Wind or a 4 or 7 of a 
“Circle" for Maajok. 


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Fig. 20. 

The hand above needs either a 2 , 5 or 8 of a “Character" for 
Maajok. 


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Fig. 21. 

The hand above needs a 1 or 4 of a "Circle" for Maajok. 


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Fi'fir. 22. 

The hand above needs a 2 of a “Circle” for Maajok. 






















































































































































The Ancient Chinese Game 23 

















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Fig. 23. 

The hand above needs either a 1 or 9 of a 

“Circle" for Maajok. 


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Fig. 24. 

The hand above needs either a 2 or 3 of a “Bamboo" for Maajok. 


Section VI. 


DISCARDING 

Ordinarily it would be better to discard other players' winds 
if they are single. If one player keeps another player's single wind 
in his hand, he may give that player a chance to make a set later. 


T 


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l 0 



Fig. 25. 


In Fig. 25, for example, the banker should discard the West or 
South Wind, because each of them is single. After discarding others' 
single winds, or if the hand contains no single wind or winds, he 
should discard any number of a certain class, as 1 or 9, 2 or 8, etc; 
provided there is nothing more in the hand that can be used with 
them. (See Fig. 26). 


Va. 


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9 rc 

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k 

s 

k 

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7 

7 

7 

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88 


Fig. 26. 








































































































































24 


Original Rules of Maajok 


Do not be too hasty in discarding your own single Wind or any 
single Dragon, unless of course, you have no use for it; perchance 
you may draw another one of the same kind and it may, after all, 
make a set. A set of own Wind or any Dragon is entitled to a double 
score. 


Be careful in discarding not to break your good connecting 
tiles. (See Fig. 27.) 



Fig. 27. 


As Fig. 27 shows, if no big score being made by any other 
player on the table, and the wall is not quite near a dead hand, 
there is no reason to break good connecting tiles in order to 
keep the two different Dragons. There is very little explanation to 
be given as to discarding. Each player after a little practice must 
use his own judgment. 

(1) Referring to Section IV, (2) , the banker or East Wind 
has 14 tiles in his hand. A hand of 14 tiles has a chance of Maajok- 
ing at that very minute. If Maajoked at the first play, it entitles the 
player to a full point score, but this seldom occurs; therefore, the 
banker has to discard an odd tile from his hand. 

(2) Any discarded tile (facing up) is first awarded to 
Maajok, second to Pong or Kong, third to Chow of the right hand 
player of the discarder. If no one Maajokes, any of the other players 
can take that discarded tile for Pong or Kong if he has use for it. 

(3) If Ponged, the one who Pongs should lay the set of 
Pong on the corner of the table at his right, and discard an odd tile 
from his hand. Then the discarded tile of the one who pongs, can 
be used by any of the other players for Maajok, a Pong or a Kong, 
or for the Chow of the right hand player of the discarder. 

(4) The one who Kongs should lay the set of Kong at his 
right on the corner of the table, (see Section I, Kong-B), and draw 
an extra tile from the loose tiles, (draw from Fig. 12, part (b) ) 
then discard an odd one, as above stated. 

(5) If neither Pong or Kong is made from this discard, the 
under player (right) of the discarder has the right to take the dis¬ 
carded tile to match a set of Chow. 





























The Ancient Chinese Game 


25 


(6) If Chowed, the one who Chows should lay the set of 
Chow at his right on the corner of the table, then discard an odd tile 
from his hand as above stated. 

(7) If the under player of the discarder has no Chow, or 
at the time does not wish to take such tile to make Chow, it is his 
turn to draw a tile from the wall (draw from Fig. 12, part (a) ). 

As soon as any tile is drawn from the wall, the former dis¬ 
carded tile on the table is called “Dead” and cannot be used by any 
player during the balance of that hand. 

(8) If a player cannot Maajok by drawing, he discards one 
tile from his hand, and each of the players does the same in turn, 
going from right to left as long as no Pong or Kong occurs, until 
one of them can Maajoke, or it becomes a Dead hand. The game 
of that hand is then over. 

(9) An under player (right) always gets his turn to Chow 
or to draw, by a Pong, Kong or Chow which was made by his upper 
player. Any under player loses his turn if some other player Pongs 
or Kongs by the tile discarded by his upper player. 


Section VII. 


WHEN A PLAYER MAAJOKES 

(1) As soon as the first complete hand Maajokes, all three 
of the other players have to pay the Maajoker for the score he has 
made. (See Section XI.) 

(2) When the losing players have paid the Maajoker the 
amount due him, they settle their differences of scores with each other. 
(See Section XII.) 

The East Wind (banker) always receives or pays double. 






26 


Original Rules of Maajok 


Section VIII. 


MORE THAN ONE PLAYER WAITING FOR 
MAAJOK BY A DISCARDED TILE 

When two or more players are waiting for the same tile to 
Maajoke, and one player gets such tile by drawing, he is entitled to 
that tile. But if that tile comes out by another’s discarding, then 
the player who sits nearest the right hand of the discarder gets it. 


Section IX. 


CHANGING THE BANKER 


(1) East Wind remains banker as long as he can get Maajok 
continuously. When the scores are settled, the tiles are placed face 
down again and re-shuffled. The players build walls, as formerly 
explained, and the play proceeds as before. The banker shakes the 
dice to ascertain whose wall is to be broken and the owner of that wall 
shakes to see which row of tiles is to be opened. 

(2) If one of the three other Winds gets Maajok, the scores 
are first settled as above explained, after which East Wind moves 
the banker’s marks to his under player who in turn becomes the 
banker and East Wind. (See Fig. 28 (b).) 






The Ancient Chinese Game 


27 



E THE, 1ST. PLAYER 


N THE 1ST. PLAYER 



W THE 3RD. PLAYER 8 S THE 3RD. PLAYER 

<» W THE 1ST. PLAVER ^ 5 THE 1ST. P LAVER 


mmmm 


E THE 3RD. PLAYER 0 N THE 3«0. PLAYE R 

F*0. 25. 



According to the above, Fig. 28 (b), the under player of the 
original East Wind becomes the East Wind or banker. The former 
banker becomes the North Wind; the former West Wind becomes the 
South Wind and the former North Wind becomes the West Wind. 


(3) All the players shuffle the tiles and build up their walls 
anew, the new banker throws the dice to decide which wall is to be 
broken, the owner of that wall shakes the dice to see which row of 
tiles is to be opened, and thus the game begins again. The round, 
beginning with the first player and ending with the fourth player 
is called the East or First Round. In this manner each of the four 
players becomes banker in turn. The fourth player keeps the East- 
round mark to remember that one round has been played. 


(4) The first player then takes out a South-round mark and 
starts the game as before. This is called South or Second Round; 
then comes the "W^st or Third Round and the North or Fourth 
Round, until the last player fails, then the game is over. 


(3) The usual rule limits the game to four rounds. Unless 
a special arrangement is made before the game begins, none of the 
players should quit until it ends. 


































28 


Original Rules of Maajok 


Section X. 


DEAD HAND 

(1) There are always 7 sets (14 tiles) in the loose tiles which 
are called “Dead Tiles" and each Kong adds another. The dead 
tiles are not to be touched by any player during that hand. If the 
player who draws the tile next to the dead tiles does not Maajoke, 
this hand is called a dead hand. 

(2) When this occurs the East Wind has to move the banker's 
marks to his under player; the under player becomes the new banker 
or East Wind and remains there until he fails. When he in turn 
moves the banker's marks to his under player. 

(3) If the player who draws the last tile next to the dead 
tiles can Maajoke by the drawing of such a tile, the Maajok is en¬ 
titled to double score. The last drawing is awarded to the drawer's 
Maajok. If, however, he did not Maajoke by such drawing, he need 
not cast another tile off. 

(4) There is no comparison of scores when a dead hand re¬ 
sults. 


Section XI. 


HOW TO COUNT SCORE FOR MAAJOK 

(1) The Maajoker first counts 20 points for Maajok. (See 
Section XV (f.) ) 

(2) Add each item of actual score from Section XV, (g) to 
(i) if the hand has any. 

(3) Add each item of actual score from Section XV (a) to 
(d) if the hand has any. 






The Ancient Chinese Game 


29 


The items above are scores which apply only to the Maajoker. 
If a hand entitles him to double score once or more than once, the 
actual scores are added up first, then doubled (See Section XVI, for 
examples.) 


DOUBLE SCORE FOR MAAJOKER 

(4) Section XV (e) and (j) to (p) double the score once 
for each item. 

(5) Section XV (q) is entitled is double score three times; 
any item of (j) and (k) and (n) to (p) of the same Section is 
allowed to be doubled once more for each item, if it appears in that 
hand. 


(6) Section XV (r) to (z) shows different hands entitled 
to full point or a half of full point scores. A full point score is 
awarded the Maajoker to a certain limited point only, after which 
it is not necessary to add the actual score and double. (See Section 
XVI for examples.) 


Section XII. 


MAKING SETTLEMENT AMONG THE THREE LOSERS 

The settlement made between the three losers is simple. The 
counting of scores applying to these players is from Section XV (a) 
ro (d) for actual scores. Section XV (e) counts double score once 
for a set of a player's own Wind and each set of any Dragons. 

(1) Add each item of actual score from Section XV (a) 
to (d). 

(2) Double the score once from the above score for each 
item of Section XV (e). (See Section XVII for examples). 





30 


Original Rules of Maajok 


Section XIII. 


PENALTIES FOR MISTAKES 


(1) When any player Maajokes and it is discovered that his 
set or sets are improperly matched according to the rules, the Maajok- 
er is subjected to the penalty of giving 100 points to each of the 
other players. Banker receives or pays double. 

(2) After the banker’s discard, each player should have 13 
tiles. If any one is discovered with too many tiles in hand, he 
is not allowed to get Maajok during that hand. He should continue 
to draw and discard until one of the others gets Maajok or it becomes 
a dead hand. The score of the over-drawer, if he has any, is also 
subject to cancellation. 

(3) If any player has too few tiles, he is not allowed to get 
Maajok and must play the same way as the over-drawer, but his 
score is allowed to remain as it is. 


Section XIV. 


PENALTIES FOR CARELESS DISCARDING 

Because of the possibility that some player might, for some 
reason, lose interest, the careless discarder is subject to a heavy 
penalty. 

(1) During the hand, if one player has more than two sets 
of the same class tiles already shown on the table, (as in Section XV 
(q) ), none of the players should discard one of the same class if 
he has any other class of tile to spare. If anyone does, and it hap¬ 
pens thereby that the player gets Maajok for more than double score 
twice by that discarding, the discarder of that tile should take the 
responsibility of paying the whole score to the Maajoker instead of 






The Ancient Chinese Game 


31 


the two other players paying. But if the discarder has nothing 
but that class of tile or tiles, or the Maajoker gets no more than 
double score twice, such payment need not be made. 

(2) The same penalty is effective in Section XV (s). If 
two sets of Dragons are already laid on the table by one player and 
a second player discards the third class of Dragon, the first player 
gets Maajok of a full point score by that discarding, while the dis¬ 
carder of that tile takes the same responsibility as above stated. 

(3) This penalty is also effective in Section XV (t) and 
(u). If three sets of that class were already Ponged or Konged by 
one player, and another discarded a fourth of that class, the first 
player gets Maajok for a full point score by that discarding. The 
discarder of that tile also takes the whole responsibility as decribed 
above. 

These penalties are effective only at the time of discarding, and 
the Maajoker gets Maajok at the same time. Such penalties are not 
to affect the player who has just made another set of Pong, etc., 
and gets Maajok by another class of tile afterward. 

Such a penalty, however, is rare, unless the discarder also has 
a very big score in hand; otherwise there would be no reason to take 
such responsibility. 


Section XV. 


POINTS IN SCORING 

The following items from (a) to (d) are called actual scores 
and are applied to all players: 

(a) SCORE FOR KONG. 

A Kong-A of any Wind or Dragon -32 points 

A Kong-A of any “Numbered” class of No. 1 or No. 9 ____32 points 

A Kong-A of any “Numbered” class except No. 1 and 

No. 9 _-_16 points 

A Kong-B or Kong-C of any Wind or Dragon _16 points 











32 


Original Rules of Maajok 


A Kong-B or Kong-C of any ‘‘Numbered'’ class of No. 1 

or No. 9 -16 points 

A Kong-B or Kong-C of any “Numbered" class except 

No. 1 and No. 9 -8 points 

(b) SCORE FOR KUP. 

A set of Kup of any Wind or Dragon_8 points 

A set of Kup of any “Numbered" class of No. 1 or No. 9_8 points 

A set of Kup of any “Numbered" class except No. 1 and 

No. 9 - 4 points 

(c) SCORE FOR PONG. 

A set of Pong of any Wind or Dragon_4 points 

A set of Pong of any “Numbered" class of No. 1 or No. 9_4 points 

A set of Pong of any “Numbered" class except No. 1 

and No. 9 -2 points 

(d) SCORE FOR PAIR. 

A pair of own Wind or any of Dragons__2 points 

(e) DOUBLE SCORE FOR ALL PLAYERS 


A set of Kup, Pong, or Kong of a player's own Wind or any of 
Dragons counts double score once for each kind. 

The following items from (f) to (i) are also called actual 
scores and are applied to the Maajoker only: 

(f) Maajok (besides other score) __20 points 

(g) Self-drawing (the tile that is drawn from the 

wall by self and Maajoked)_2 points 

(h) Maajoked by the tile which is the only one possible 

to fill the last set of Sequence or Chow_2 points 

(See Fig. 29.) 



Maajoked 
by 2 


00 
Maajoked 
by 3 



Maajoked 
by 3 


00 00 

Maajoked Maajoked 

by 3 by 4 



Maajoked Maajoked Maajoked Maajoked 
by 6 by 7 by 7 by 8 


Fig . 29. 








































The Ancient Chinese Game 


33 


(i) Maajoked by single Eye waiting__2 points 

(See Fig. 15 to 17 for examples.) 

The following items from (j) to (p) are entitled to double 
score once for each item and are applied to the Maajoker only: 

(j) A Maajoked hand which was all in runs, either Chow 
or Sequence, without any set of Kong, Kup or Pong, also without 
any pair of own Wind or any Dragon for Eyes and without any 
condition as item (h) or (i). (See Fig. 20 to 21 for examples.) 

(k) A Maajoked hand which was all in sets of either Pong 
Kup or Kong, without any set of Sequence or Chow. (See Fig. 23 
to 24 for examples.) 

(l) A Maajoked hand consisting of a set or sets, a pair of 
Eyes of No. 1 or No. 9, or No. 1 and No. 9 of any class with a set 
or sets, a pair of Eyes of Dragon or Wind, or Dragon and Wind in¬ 
termixed, but without any set or a pair of Eyes of “Numbered” class 
from No. 2 to No. 8 of any kind. (See Fig. 23, for example.) 

(m) A Maajoked hand consisting of a set or sets, a pair of 
Eyes of “Bamboo” class only, “Circle” class only, or “Character” 
class only, with a set or sets, or a pair of Eyes of Dragon or Wind 
or Dragon and Wind both intermixed. (See Fig. 17 for example.) 

(n) A hand Maajoked by the fourth tile which the Ponger 
merely draws and uses for the purpose of Kong-C. 

(See Section I, Kong-C.) 

(o) Double score once for self-drawing from the last tile 
when Maajoked by that tile. (See Section X-3). 

(p) Double score once for self-drawing from the loose tiles 
when Maajoked by that tile. (See Section I, Kong-A to Kong-C.) 

The following item (q) is entitled to the Maajoker double 
score three times: 

(q) Complete a hand of four sets and a pair of Eyes all in 
same class, either in “Character,” “Circle,” or “Bamboo” tiles alone. 
Such a hand is entitled to double score three times. Also each item 
of (j) and (k) and (n) to (p) of the same Section is allowed to 
double once more if the hand has any. (See Fig. 18 and 24). 





34 


Original Rules of Maajok 


The following items from (r) to (x) are entitled to full point 
score and are applied to the Maajoker only: 

A full point score is usually limited to 300 points. A higher 
or lower score may be named for the game by the players at the be¬ 
ginning of play. 


The meaning of a full point score is that the winner of that 
hand gets a Maajok and is entitled to the limit, he need not count 
the exact points of the hand he has made, but simply gets the lim¬ 
ited score points from each of the other players. 


When a full point score is limited, the comparison of scores 
between the three losers is also limited to the same standard. No 
excessive score counts. 

(r) If the East Wind gets a complete hand at the first 
14 tiles without discarding, he is entitled to full point score. 

(s) A Maajoked hand consisting of three sets of all the 
Dragons is entitled to full point score. 

(t) If a hand gets a set of own Wind and three sets of others' 
Winds; or a set of own Wind and two sets of others' Winds and a 
pair of another’s Wind for Eyes, and Maajokes thereby, such a hand 
is entitled to a full point score. 


(u) A Maajoked hand having 4 sets and a pair of Eyes of all 
in No. 1 and No. 9 of any kind is entitled to a full point score. 

(v) A Maajoked hand having 4 sets of Kups (or Kong-A) of 
any kind and a pair of Eyes all by his own drawing, is entitled to a 
full point score. If Maajoked by another’s discarding, the discarded 
tile must match the Maajoker's single Eye waiting. 

(w) A Maajoked hand is entitled to a full point score when 
all the tiles held in hand belong to the same class, as Circle, Bamboo 
or Character, and the numbers of the tiles must be exactly the same 
as shown in Fig. 30, as it can get Maajok by a tile of any number 
from 1 to 9. (See Fig. 30.) 



The Ancient Chinese Game 


35 


1_„ 


i_ 

2 „ 

3 ^ 

*VS? 

Va 

6 »_ 

'k 

8 >X 




r 

r 

T 

T 


T 

T 

T 



T 


T 


Fig. 30. 

The hand above needs a tile of any number from 1 to 9 of 
a Character for Maajok. 

(x) A hand having one of all kinds in No. 1 and No. 9, 
Dragons and Winds, and another one of any of the above tiles such 
as a pair of Eyes, is entitled to a full point score. (See Fig. 31.) 



880 


9 


T 

E i 

E i 

s 

w 

& 

N 


Fig. 31. 

The hand above needs a Red Dragon for Maajok. 


The following items (y) and (z) are entitled to half of a full 
point score and are applied to the Maajoker only: 

(y) A hand which Maajokes by the first discarding of the 
East Wind is entitled to half of a full point score. 

(z) A hand which Maajokes with two sets of Dragons and 
a pair of Eyes of another Dragon is entitled to half of a full point 
score. 


Section XVI. 


EXAMPLES OF ADDING SCORE FOR MAAJOK 
(1) For a hand, as in Fig. 15, which is Maajoked by a 


player’s own drawing, add as follows: 

Maajok (Section XV (f).)-20 points 

By self-drawing (g) - 2 points 

Single Eye waiting (i) - 2 points 


Total actual score _24 points 












































































36 


Original Rules of Maajok 


(2) For a hand as in Fig. 13, which is Maajoked by discard¬ 
ing, add as follows: 

Maajok (Section XV (f).)_20 points 

Single Eye waiting (i)_ 2 points 


Total actual score _22 points 


(3) A hand Maajoked by discarding as in Fig. 16: 

Maajok (Section XV (f).)-20 points 

A Kup of Circle 4 (b) _ 4 points 

A Kup of Character 1 (b) _ 8 points 

Single Eye waiting (i)_ 2 points 


Total actual score _34 points 

(4) A hand as in Fig. 16, but a second player discards the 
fourth tile of Character 1. The first one makes his set of Kup of 
Character 1 into a set of Kong-B. When he draws an extra tile 
from the loose tiles, it happens to be a Bamboo 2 or 5, which com¬ 
pletes a Maajok. The count is as follows: 


Maajok (Section XV (f).)_20 points 

Self-drawing (g) _ 2 points 

Single Eye waiting (i)_ 2 points 

A Kong-B of Character 1 (a) _ 16 points 

A Kup of Circle 2 (b) _ 4 points 


Total actual score _44 points 

Double score once for item (p) _ 

Total score _88 points 


(3) If a player has a hand as shown in Fig. 16, but draws a 
Circle 1 from the wall which just fits his set of Sequence, it makes 
a set of Circle 1-2-3. This makes his four of Circle 4 as a set of 
Kong-A. If the extra tile he draws from the loose tiles is either a 
Bamboo 2 or 5, it completes his hand and gives him Maajok. The 


count is as follow: 

Maajok (Section XV (f).)_20 points 

Self-drawing (g) - 2 points 

Single Eye waiting (i)- 2 points 

A Kong-A of Circle 4 (a) _16 points 

A Kup of Character 1 (b) _ 8 points 


Total actual score ____48 points 

Double score once for item (p) 

Total score —_____9 6 points 






































The Ancient Chinese Game 


37 


(6) A hand as in Fig. 17, Maajoked by discarding counts: 


Maajok (Section XV (f).)_20 points 

Single Eye waiting (i)_ 2 points 

A Kup of Red Dragon (b) __ 8 points 

A Kup of Green Dragon (b) _ 8 points 


Total actual score _38 points 


(1) Double score once for item (e) for a set of Red Dragon. 

(2) Double once for item (e) for a set of Green Dragon. 

(3) Double score once for item (m) for Circle class only, 

with Dragon class intermixed. _ 

Double three times total score _304 points 

(7) “A" has a hand as in Fig. 17; he draws the fourth Red 

Dragon from the wall, thus making a set of Kong-A. He then draws 
a Circle 3, 6 or 9 from the loose tiles, which just completes his 
hand and he Maajokes. The count is: 


Maajok (Section XV (f).)-20 points 

Self-drawing (g) - 2 points 

Single Eye waiting (i)- 2 points 

A Kong-A of Red Dragon (a) -32 points 

A Kup of Green Dragon (b) - 8 points 


Total actual score _64 points 


(1) Double score once for item (e) for a set of Red Dragon. 

(2) Double score for item (e) for a set of Green Dragon. 

(3) Double score once for item (m) for Circle class only 
with Dragons intermixed. 

(4) Double score once for item (p) when Maajoked by self¬ 
drawing from the loose tile. 

Double score four times total score-1024 points 

(If a full point score of a certain amount is limited, no excess¬ 
ive score for this hand can be counted.) 






















38 


Original Rules of Maajok 


(8) A hand Maajoked by discarding either a Character 1, 


4 or 7, as Fig. 18: 

Maajok (Section XV (f).)_-_20 points 

Total actual score _20 points 


(1) Double score 3 times for item (q) for all sets in Char¬ 
acter class alone. 

(2) Double score once more for item (j) for all sets in runs. 


Double score four times total _320 points 

(9) A hand as in Fig. 18, Maajoked by a Character 2 by 
self-drawing from the wall: 

Maajok (Section XV (f).)_20 points 

Self-drawing (g) - 2 points 

Single Eye waiting (i)- 2 points 

A Kup of Character 3 (b) _4 points 

Total actual score _28 points 

Double score 3 times for item (q) for all sets and a pair of 
Eyes in Character class alone. 

Double score 3 times total score_224 points 


(10) A hand, as in Fig. 19, Maajoked by the East Wind tile 
by the banker’s own drawing: 


Maajok (Section XV (f).)_20 points 

Self-drawing (g) - 2 points 

A Kup of East Wind (b) _ 8 points 

A Kup of South Wind (b) _ 8 points 

A Kup of White Dragon (b) _ 8 points 


Total actual score _46 points 


(1) Double score for item (e) for a set of own Wind. 

(2) Double score once for item (e) for a set of Dragon. 

(3) Double score once for item (m) for Circle class only 
with Wind and Dragon intermixed. 


Double score 3 times total score 


368 points 


























The Ancient Chinese Game 


39 


Section XVII. 


EXAMPLES OF COMPARISON OF SCORES AMONG THE 
THREE LOSERS 

(1) When South Wind Maajokes, he gets the amount of his 
score from West Wind and North Wind, but double the score from 


East Wind. 

(2) West Wind has: 

A Kup of Circle 1 (b) _ 8 points 

A Ponk of West Wind (c) - 4 points 

A pair of Red Dragon (d) - 2 points 


Total actual score __14 points 

Double score once for item (e) for a set of own Wind. 


Double score once total score _28 points 

(3) The North Wind has: 

A Kong-A of Bamboo 1 (a) _32 points 

A Kong-B of Green Dragon (a) _16 points 

A Pong of Character 2 (c)_ 2 points 


Total actual score _50 points 

Double score once for item (e) for a set of Dragon. 

Double score once total score _100 points 


(4) The East Wind has: 

A Kong-A of Circle 5 (a) _16 points 

A Kup of Bamboo 9 (b) - 8 points 

A pair of East Wind (d) -— 2 points 

A Pong of Circle 9 (c)- 4 points 

Total actual score _30 points 


SUMMARY OF ABOVE SCORES 

(2) West Wind's score -28 points 


(3) North Wind's score-100 points 


(4) East Wind’s score---30 points 




































40 


Original Rules of Maajok 


ITEMS OF WEST WIND'S SCORE 


Loses to Maajoker his total 

Loses to North 72 points Pays 72 points 

Loses to East 2 points Pays 4 points 


ITEMS OF NORTH WIND'S SCORE 


Loses to Maajoker his total 

Gains from East 70 points Rec'd 140 points 

Gains from West 72 points Rec’d 72 points 


ITEMS OF EAST WIND'S SCORE 

Loses to Maajoker his total 

Gains from West 2 points Rec’d 4 points 

Loses to North 70 points Pays 140 points 


Section XVIII. 


RULES FOR PLAYING WITH FLOWERS AND SEASONS 

The original game of Maajok has 136 tiles, the eight extra 
Flowers and Seasons being used only for the purpose of raising 
score. When one can play with the original tiles he can play with 
the extra ones. 

(1) When playing with the Flowers and Seasons, simply 
add all the extra tiles to the others, making a total of 144 tiles. 

(2) Build up each wall of 18 double decked tiles instead 
of 17. 

(3) Make the same drawing and discarding as usual, except 
that when you get a Flower or Season lay it down face up on the 
right hand corner of the table and draw an extra tile from the loose 
tiles, doing the same way as in a Kong. If you get Maajok by that 
loose tile it counts double score as originally explained. While an 
extra tile is drawn for a Flower or Season, you need not add another 
tile to the dead tiles. (See Section IV (4) to (5).) 







The Ancient Chinese Game 


41 


Section XIX. 


POINTS SCORED FOR EXTRA TILES 

(1) Each Flower’s or Season’s actual score is 4 points. 

(2) Each of a player’s own Flower or Season gets double 
score once. 

(The number of the East Wind’s own Flower or Season is 1; 
the South Wind is 2; the West Wind is 3, and the North Wind is 4.) 

(3) Four of the same color of Flowers or Seasons in a set of 
sequenced tiles as 1-2-3-4, counts as follows: 

(a) Full point score for the Maajoker. 

(b) A half of full point score for each set (including the 
original score) for the player who holds them. This score is only 
effective for comparison of the scores among the three losers. The 
Maajoker does not pay anything to any of the other players. 


HOW TO ADD FLOWERS AND SEASONS SCORE TO 
ORIGINAL SCORES 

Playing with Flowers and Seasons usually limits a full point 
score to 300 points. When a player gets Maajok for a full point 
score, no matter how high or how low, he receives 500 points from 
each player. East Wind, of course, receives or pays double. 

The following scores apply to all players: 

(4) Each Flower or Season, add 4 points of actual score to 
the original score. 

(5) Each of a player's own Flower or Season double score 
once from the total amount of the actual score. 

In any case, when playing with extra tiles, the original rule is 
not changed. 




42 


Original Rules of Maajok 


Section XX. 


ANOTHER WAY TO RAISE SCORE 

Another popular way to raise the score without adding the 
extra tiles is as follows: 

(1) The East or First Round: If the banker gets a set of 
own Wind, his score is doubled twice instead of once. A pair of 
Eyes alone counts him 4 points. If any of the other players gets a 
set of East Wind, it counts as a set of any Dragon, while a pair 
counts 2 points. 

(2) The South or Second Round: If the South Wind gets 
a set of own Wind, it is doubled twice as explained above. A pair of 
South Wind would count 4 points. If any of the other players gets 
a set of South Wind, it is doubled once. A pair counts 2 points. 

(3) The West or Third Round: If the West Wind gets a 
set of own Wind, it is doubled twice as above. A pair would count 
4 points. If any other player gets a set of West Wind, the score is 
doubled once. A pair counts 2 points. 

(4) The North or Fourth Round: If the North Wind gets 
a set of own Wind, the score is doubled twice. If a pair, its score 
is 4 points. If any other player gets a set of North Wind, his score 
doubles once as with a set of Dragon. If a pair, his score is 2 points. 




The Ancient Chinese Game 


43 


DOUBLE SCORE TABLES FOR 
M AAJOK 


Copyright, 1923, by Y. C. Lim. 


Table (A) 


Actual 

Score 

Doubled 

Once 

Doubled 

Twice 

Doubled 

3 Times 

10 

20 

40 

80 

12 

24 

48 

96 

14 

28 

56 

112 

16 

32 

64 

128 

18 

36 

72 

144 

20 

40 

80 

160 

22 

44 

88 

176 

24 

48 

96 

192 

26 

52 

104 

208 

28 

56 

112 

224 

30 

60 

120 

240 

32 

64 

128 

256 

34 

68 

136 

272 

36 

72 

144 

288 

38 

76 

152 

304 

40 

80 

160 

320 

42 

84 

168 

336 

44 

88 

176 

352 

46 

92 

184 

368 

48 

96 

192 

384 

30 

100 

200 

400 







44 


Original Rules of Maajok 


DOUBLE SCORE TABLES FOR 
MAAJOK 

Copyright, 1923, by Y. C. Lim. 


Table (B) 


Actual 

Score 

Doubled 

Once 

Doubled 

Twice 

Doubled 

3 Times 

32 

104 

208 

416 

54 

108 

216 

432 

56 

112 

224 

448 

58 

116 

232 

464 

60 

120 

240 

480 

62 

124 

248 

496 

64 

128 

256 

512 

66 

132 

264 

528 

68 

136 

272 

544 

70 

140 

280 

560 

72 

144 

288 

576 

74 

148 

296 

592 

76 

152 

304 

608 

78 

156 

312 

624 

80 

160 

320 

640 

82 

164 

328 

656 

84 

168 

336 

672 

86 

172 

344 

688 

88 

176 

352 

704 

90 

180 

360 

720 

92 

184 

368 

736 

94 

188 

376 

752 

96 

192 

384 

768 

98 

196 

392 

784 

100 

200 

400 

800 






The Ancient Chinese Game 


45 


DOUBLE SCORE TABLES FOR 
M AAJOK 


Copyright, 1923, by Y. C. Lim. 


Table (C) 


Actual 

Score 

Doubled 

4 Times 

Doubled 

5 Times 

Doubled 

6 Times 

10 

160 

320 

640 

12 

192 

384 

768 

14 

224 

448 

896 

16 

256 

512 

1024 

18 

288 

576 

1152 

20 

320 

640 

1280 

22 

352 

704 

1408 

24 

384 

768 

1536 

26 

416 

832 

1664 

28 

448 

896 

1792 

30 

480 

960 

1920 

32 

512 

1024 

2048 

34 

544 

1088 

2176 

36 

576 

1152 

2304 

38 

608 

1216 

2432 

40 

640 

1280 

2560 

42 

672 

1344 

2688 

44 

704 

1408 

2816 

46 

736 

1472 

2944 

48 

768 

1536 

3072 

50 

800 

1600 

3200 





46 


Original Rules of Maajok 


DOUBLE SCORE TABLES FOR 
MAAJOK 

Copyright, 1923, by Y. C. Lim. 


Table (D) 


Actual 

Score 

Doubled 

4 Times 

Doubled 

5 Times 

Doubled 

6 Times 

52 

832 

1664 

3328 

54 

864 

1728 

3456 

56 

896 

1792 

3584 

58 

928 

1856 

3712 

60 

960 

1920 

3840 

62 

992 

1984 

3968 

64 

1024 

2048 

4096 

66 

1056 

2112 

4224 

68 

1088 

2176 

4352 

70 

1120 

2240 

4480 

72 

1152 

2304 

4608 

74 

1184 

2368 - 

4736 

76 

1216 

2432 

4864 

78 

1248 

2496 

4992 

80 

1280 

2560 

5120 

82 

1312 

2624 

5248 

84 

1344 

2688 

5376 

86 

1376 

2752 

5504 

88 

1408 

2816 

5632 

90 

1440 

2880 

5760 

92 

1472 

2944 

5888 

94 

1504 

3008 

6016 

96 

1536 

3072 

6144 

98 

1568 

3136 

6272 

100 

1600 

3200 

6400 






The Ancient Chinese Game 


47 


EXAMPLES OF DOUBLE SCORE HANDS 

Analysis of the double score hands in Section XV items (1) 
and (m) is rather complicated. The following examples are the 
most common: 


t 




r 


x 


X 


X 



Fig . J2. 


The hand above doubles as follows: 

1 double for item (k) for a Maajoked hand without a 
set of Sequence or Chow. 

1 double for item (1) for a Maajoked hand consisting 
of sets of No. 1 and No. 9 with a pair of Dragon inter¬ 
mixed. 

Count another double if any item of (o) or (p) appears 

in that hand. 






X 

T 


i_ 

T 


Fig. 33. 


The hand above doubles as follows: 

1 double for item (e) for a set of Dragon. 

1 double for item (k) for a Maajoked hand without a 
set of Sequence or Chow. 

1 double for item (1) for a Maajoked hand consisting of 
sets of No. 1 and No. 9 of any kind with a set of 
Dragon intermixed. 

Count another double if any item of (o) or (p) appears 
in that hand. 



























































48 


Original Rules of Maajok 


it it It 4 


& 


■h 


4 ) 


il it it 


Fig. 34. 

The hand above doubles as follows: 

2 doubles for item (e) for 2 sets of Dragons. 

1 double for item (k) for a Maajoked hand without a 
set of Sequence or Chow. 

1 double for item (1) for a Maajoked hand consisting 
of a pair of Eyes of No. 1 or No. 9 of a*ny class with 
sets of Dragons and Winds intermixed. 

1 double for item (m) for a Maajoked hand consisting 
of a pair of Eyes of “Circle" class only with sets of 
Dragon and Wind intermixed. 

Count another double if it is Maajoked by the owner 
of that Wind. 

Count another double if any item of (o) or (p) ap¬ 
pears in that hand. 


1_ 

i_ 

i_ 

* - 

3 ^ 

*3? 



0 

>> 

6 *_ 
>> 

7 k 

7 k 

s 

1 

5 

1 

T 

T 

T 

T 


T 

T 

r 

r 

r 

T 

T 

'V 



Fig. 35. 

The hand above doubles as follows: 

1 double for item (m) for a Maajoked hand consisting 
of sets of “Character" class only with a pair of Eyes 
of Dragon or Wind intermixed. 

Count another double if any item of (n), (o) or (p) 
appears in that hand. 



Fig 36. 

The hand above doubles as follows: 

1 double for item (k) for a Maajoked hand without a 
set of Sequence or Chow. 

1 double for item (m) for a Maajoked hand consisting 
of sets of “Bamboo" class only with a pair of Eyes of 
Dragon or Wind intermixed. 

Count another double if any item of (o) or (p) ap¬ 
pears in that hand. 















































































































































The Ancient Chinese Game 


49 



Fig. 37. 

The hand above doubles as follows: 

1 double for item (e) for a set of Dragon. 

1 double for item (m) for a Maajoked hand consisting 
of sets of "Circle" class only with a set of Dragon in¬ 
termixed. 

Count another double if any item of (n), (o) or (p) 
appears in that hand. 



jt& 



*— 

i._ 

3 ~ 

3 * 

3 - 

** 


0_*_ 

•a 

•a 




T 

T 

T 




T 

T 

T 




Fig. 38. 

The hand above doubles as follows: 

1 double for item (e) for a set of Dragon. 

1 double for item (k) for a Maajoked hand without a 
set of Sequence or Chow. 

1 double for item (m) for a Maajoked hand consisting 
of sets of "Character" class only with a set of Dragon 
intermixed. 

Count another double if any item of (o) or (p) ap¬ 
pears in that hand. 





Fig 39. 

The hand above doubles as follows: 

2 doubles for item (e) for 2 sets of Dragons. 

1 double for item (m) for a set and a pair of "Bamboo" 
class only with sets of Dragon and Wind intermixed. 

Count another double if it is Maajoked by the owner 
of that Wind. 

Count another double if any item of (n), (o) or (p) 
appears in that hand. 



































































































50 


Original Rules of Maajok 








w 

w 

w 



2 ^ 


]— 


£ 





4 ? 


& 

2 © 

2 ^ 

s 


w 


Fig. 40. 

The hand above doubles as follows: 

2 doubles for item (e) for 2 sets of Dragons. 


1 double for item (k) for a Maajoked hand without a 
set of Sequence or Chow. 

1 double for item (m) for a Maajoked hand consisting 
of a set and a pair of Eyes of “Circle" class only with 
sets of Dragon and Wind intermixed. 

Count another double if it is Maajoked by the owner 
of that Wind. 

Count another double if any item of (o) or (p) ap¬ 
pears in that hand. 



Fig. 41. 

The hand above doubles as follows: 

2 doubles for item (e) for 2 sets of Dragons. 


1 double for item (k) for a Maajoked hand without a 
set of Sequence or Chow. 

1 double for item (m) for a Maajoked hand consisting of 
a pair of “Bamboo" class only with sets of Dragon and 
Wind intermixed. 

Count another double if it is Maajoked by the owner 
of that Wind. 

Count another double if any item of (o) or (p) ap¬ 
pears in that hand. 


















































































China Art Lace Co- 

Y. C. Lim, Proprietor 


Direct Importer of 

HAND CARVED MAAJOK SETS 


EMBROIDERED LINENS 
REAL LACES 
Exquisite Gifts 

306 PINE STREET, SEATTLE 











IMPORTED HAND CARVED 


MAAJOK SETS 




No. 862 

5 drawers Maajok set. 


No. 864 

2 drawers Maajok set. 


Prices quoted upon application. 


China Art ancf Lace Co. 


306 Pine Street 
SEATTLE, WASH. 




IMPORTED REAL LACES 



No. 650 Hand made Tatting. 


No. 649 Hand made Tatting. 


No. 648 Hand made Tatting. 


No. 629 Real Filet Edging. 


No. 492 Crochet Picot Edging. 


No. 626 Real Filet Beading. 


No. 627 Real Filet Edging. 


No. 628 Real Filet Edging. 


Cuts full size. Prices quoted upon application. 

\e China Art and Lace Co. 

306 Pine Street Seattle, Wash. 













IMPORTED REAL LACES 



Cuts one-half size. 


488 Hand made Crochet Edg¬ 
ing. Width about 2 inches. 

489 Crochet Insertion to match 
above. Width about 2 
inches. 

490 Hand Crochet Edging. 
Width about 124 inches. 

491 Crochet Insertion to match 
above. Width about 1 ^4 
inches. 

624 Real Filet Edging. Width 
about 1 *4 inches. 

625 Filet Insertion to match 
above. 


Prices quoted upon application. 


cr ~tShe China Art and Lace Co. 


306 Pine Street 


Seattle, Wash. 











































































> I 


































1 



i 








PRESS OF 

JgrwjMn&JifUtloixl (q 

SEATTLE 





